Game History
Round: 1 Purchase Units - Germans Germans buy 6 artilleries and 2 infantry; Remaining resources: 0 PUs; Combat Move - Germans 1 artillery, 3 infantry and 4 mech_infantrys moved from Western Germany to France 3 armour, 2 artilleries and 4 infantry moved from Holland Belgium to France 3 armour moved from Greater Southern Germany to France 1 battleship moved from 113 Sea Zone to 110 Sea Zone 1 submarine moved from 103 Sea Zone to 110 Sea Zone 1 submarine moved from 117 Sea Zone to 106 Sea Zone 1 submarine moved from 108 Sea Zone to 110 Sea Zone 1 submarine moved from 124 Sea Zone to 111 Sea Zone 1 submarine moved from 118 Sea Zone to 111 Sea Zone 1 fighter moved from Norway to 111 Sea Zone 1 bomber moved from Germany to 110 Sea Zone 1 bomber moved from Germany to 111 Sea Zone 1 fighter moved from Holland Belgium to 111 Sea Zone 1 fighter and 1 tactical_bomber moved from Western Germany to 110 Sea Zone 1 tactical_bomber moved from Germany to 110 Sea Zone 1 fighter moved from Western Germany to 110 Sea Zone 1 tactical_bomber moved from Western Germany to 111 Sea Zone 1 tactical_bomber moved from Western Germany to 111 Sea Zone 1 infantry moved from Romania to Yugoslavia 1 armour moved from Romania to Yugoslavia 1 armour moved from Slovakia Hungary to Yugoslavia 1 fighter and 2 infantry moved from Slovakia Hungary to Yugoslavia 2 artilleries and 6 infantry moved from Greater Southern Germany to Yugoslavia 1 armour moved from Poland to Yugoslavia 1 tactical_bomber moved from Poland to Yugoslavia Combat - Germans Battle in France Germans attack with 6 armour, 3 artilleries, 7 infantry and 4 mech_infantrys British defend with 1 armour and 1 artillery; French defend with 1 aaGun, 1 airfield, 1 armour, 1 artillery, 1 factory_major, 1 fighter and 6 infantry Germans captures 19PUs while taking French capital Germans converts factory_major into different units Germans win, taking France from French with 6 armour, 3 artilleries, 1 infantry and 4 mech_infantrys remaining. Battle score for attacker is 35 Casualties for Germans: 6 infantry Casualties for French: 1 aaGun, 1 armour, 1 artillery, 1 fighter and 6 infantry Casualties for British: 1 armour and 1 artillery Battle in Yugoslavia Germans attack with 3 armour, 2 artilleries, 1 fighter, 9 infantry and 1 tactical_bomber Neutral_Allies defend with 5 infantry Germans win, taking Yugoslavia from Neutral_Allies with 3 armour, 2 artilleries, 1 fighter, 7 infantry and 1 tactical_bomber remaining. Battle score for attacker is 9 Casualties for Germans: 2 infantry Casualties for Neutral_Allies: 5 infantry Battle in 106 Sea Zone Germans attack with 1 submarine British defend with 1 destroyer and 1 transport British win with 1 destroyer and 1 transport remaining. Battle score for attacker is -6 Casualties for Germans: 1 submarine Battle in 111 Sea Zone Germans attack with 1 bomber, 2 fighters, 2 submarines and 2 tactical_bombers British defend with 1 battleship, 1 cruiser and 1 destroyer Units damaged: 1 battleship owned by the British Germans win with 1 bomber, 1 fighter and 2 tactical_bombers remaining. Battle score for attacker is 18 Casualties for Germans: 1 fighter and 2 submarines Casualties for British: 1 battleship, 1 cruiser and 1 destroyer Battle in 110 Sea Zone Germans attack with 1 battleship, 1 bomber, 2 fighters, 2 submarines and 2 tactical_bombers British defend with 1 battleship and 1 cruiser; French defend with 1 cruiser Units damaged: 1 battleship owned by the British Units damaged: 1 battleship owned by the Germans Germans win with 1 battleship, 1 bomber, 2 fighters and 2 tactical_bombers remaining. Battle score for attacker is 32 Casualties for Germans: 2 submarines Casualties for British: 1 battleship and 1 cruiser Casualties for French: 1 cruiser Trigger Germans Conquer France: Setting switch to true for conditionAttachment_French_1_Liberation_Switch attached to French triggerFrenchDestroyPUsGermans: Setting destroysPUs to true for playerAttachment attached to French Non Combat Move - Germans 1 fighter moved from Yugoslavia to Southern Italy 1 tactical_bomber moved from Yugoslavia to Southern Italy 3 aaGuns, 3 artilleries and 11 infantry moved from Germany to Slovakia Hungary 1 infantry moved from Romania to Bulgaria Germans take Bulgaria from Neutral_Axis 1 infantry moved from Poland to Slovakia Hungary 1 infantry moved from Poland to Slovakia Hungary 1 infantry moved from Norway to Finland Germans take Finland from Neutral_Axis 1 bomber moved from 111 Sea Zone to Western Germany 1 bomber moved from 110 Sea Zone to Western Germany 1 aaGun moved from Western Germany to Holland Belgium 1 fighter moved from 111 Sea Zone to Western Germany 2 fighters and 2 tactical_bombers moved from 110 Sea Zone to Holland Belgium 1 transport moved from 114 Sea Zone to 113 Sea Zone 1 infantry moved from Denmark to 113 Sea Zone 1 infantry moved from Denmark to 113 Sea Zone 2 infantry and 1 transport moved from 113 Sea Zone to 114 Sea Zone 1 infantry moved from 114 Sea Zone to Poland 1 infantry moved from 114 Sea Zone to Poland 1 infantry moved from Poland to Slovakia Hungary 1 tactical_bomber moved from 111 Sea Zone to Western Germany 1 tactical_bomber moved from 111 Sea Zone to Western Germany Place Units - Germans 6 artilleries and 2 infantry placed in Germany Turn Complete - Germans Germans collect 39 PUs; end with 58 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 63 PUs Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 68 PUs2015 League General Discussion Thread
-
Maybe I need to spend more time in other areas of my life that have been neglected due to gaming :-)
Ah, and now it comes out…
See Proverbs 16:33Maybe not so random after all…
-
I gathered the aa/interceptor stats for this game I’m playing against artofwar, so Dizz and others can have the bigger picture of why I feel the need for a break. Keep in mind this is one game of many that I’m experiencing bad luck in this area, but this one is definitely the worst.
I’m so far at 2 out of 35 total hits (5.7%), whereas he is at 7/15 hits (46.7%). Now that’s a huge difference, don’t you think?
Detailed breakdown follows:
My hits:
5G 0/4 (aa misses on sbr against R) 20 damage on factory, 5 damage on airbase
5J 0/3 (aa missed in Amur battle) average tuv per battle calc was 14, but he got 28 instead
6J 0/2 (aa misses on sbr against india) 15 damage to factory
6I 0/3 (aa misses in Iraq battle)
8G 0/4 (aa misses in sbr in UK) 20 damage to factory
8G 0/3 (aa misses in Malta battle)
8J 0/1 (5 bombers attacked a mech in Siam, and it missed)
9G 0/2 (sbr raid on normandy) 4 damage to factory and 5 to harbor
9J 0/2 air battle in India
9J 1/4 (sbr raid on India) 16 damage (maxed out, as there was already 4 damage)
11G 0/3 (battle in Normandy)
11J 1/3 (3 bombers attack a tank, and it downs one)
13G 0/1 (battle in ukraine)His hits:
6US 1/2 (sbr on West Germany) caused 7 damage, but lost a tac bomber
7US 1/1 (sbr on France) lost a bomber
8R 0/2 (battle in rostov) only real break I’ve had this game, but it was of minor importance
8US 0/1 (my planes attacked German art and it missed on defense)
8US 0/1 (bomber attacked inf and it missed)
9J 2/2 planes killed in air battle lost 2 fighters! (<–- perfect example of an emotional decision of my sending 2 ftrs against 4 bombers in an air raid…i was so pissed at the abysmal aa/interceptor luck that i just did it out of stubbornness)
9US 0/1 (sbr on N. Italy causing 4 damage)
11US 0/1 (sbr on Persia causes 3 damage)
13US 3/4 (2 out of 3 sbrs failed, and bomber attacking mech killed) -
Okay, I don’t want to be the buried horse 8-) , but, you are counting his hits as 7/15, when by your own admonition they are 7/17 – if you send up two fighters against 4 bombers, he got 4 rolls, not just 2. Or, you could look at it and say that without using the gambler’s fallacy in that battle that you would only be down 5/13, but we’ve all been there I’m sure (regarding the gambler’s fallacy: I know I have been!).
LOL, Jenn, yes the CD for classic had some of the worst aa’s I think I’ve ever seen. I swear that once you got heavy bombers, the opponent got heavy aa guns… now that was some sickening stuff, too!
In a recent battle of mine today, I sent 5 bombers, 2 tacs, and 2 fighters to hit 3 defenders. I only got 2 hits on the first round, so I lost an extra plane because of that. 10 IPC’s. Run your odds on that one. :) Those battles matter too, not just the sbr’s…
But, again, it all evens out in the end – sometimes the timing of the rolls doesn’t make it seem so, however, so I do feel your pain…
-
umm, ok, even at 5/13 (38.5%) or 7/17 (41%), it’s still a huge difference compared to my 5.7%…
Okay, I don’t want to be the buried horse 8-) , but, you are counting his hits as 7/15, when by your own admonition they are 7/17 – if you send up two fighters against 4 bombers, he got 4 rolls, not just 2. Or, you could look at it and say that without using the gambler’s fallacy in that battle that you would only be down 5/13, but we’ve all been there I’m sure (regarding the gambler’s fallacy: I know I have been!).
LOL, Jenn, yes the CD for classic had some of the worst aa’s I think I’ve ever seen. I swear that once you got heavy bombers, the opponent got heavy aa guns… now that was some sickening stuff, too!
In a recent battle of mine today, I sent 5 bombers, 2 tacs, and 2 fighters to hit 3 defenders. I only got 2 hits on the first round, so I lost an extra plane because of that. 10 IPC’s. Run your odds on that one. :) Those battles matter too, not just the sbr’s…
But, again, it all evens out in the end – sometimes the timing of the rolls doesn’t make it seem so, however, so I do feel your pain…
-
True. The odds of hitting 2/35 or worse is 5.38%, according to a stat calc I found. The odds of hitting 5/13 or better is 5.115%.
The problem is, you were on the wrong end of both, not that the dice are skewed. Anything that has a probability of 5% in statistics isn’t even considered a significant outcome, if I remember that class from 20+years ago….
We just need to work on your rolling skills. ;)
-
LOL
that’s one of the things i’m planning on doing during my little “vacation” from A&A
True. The odds of hitting 2/35 or worse is 5.38%, according to a stat calc I found. The odds of hitting 5/13 or better is 5.115%.
The problem is, you were on the wrong end of both, not that the dice are skewed. Anything that has a probability of 5% in statistics isn’t even considered a significant outcome, if I remember that class from 20+years ago….
We just need to work on your rolling skills. ;)
-
Just keep in mind, there are no truly random number generators in IT. :P
So if you think you are in the middle of a run of bad luck, it might pay off to go for a big gamble…hell, if you are in a run of bad luck, it can’t hurt to try for a big gamble! lol
That said, I have to say, this is quite annoying, everyone I challenge to a dual of the dice is scared. You know, I do bite - I like biting, it’s like kissing but there’s a winner! - I just don’t bite MUCH! :P
-
@Cmdr:
Just keep in mind, there are no truly random number generators in IT. :P
The older I get, the more I’m starting to think that there is a reason why truly random numbers cannot be created. Perhaps, just perhaps, it’s because the nature of the universe itself isn’t random? Otherwise, you would think that randomness would be so easy to emulate……
Maybe I need to look up that Proverbs passage, too. :-D
-
Yea, well…uhm…I would really prefer NOT to go there. (As much as I agree with the sentiment.)
RNGs in computers have the fatal flaw of having a logical algorithm that determines what the “random” number will be.
“On a completely deterministic machine you can’t generate anything you could really call a random sequence of numbers,†says Ward, “because the machine is following the same algorithm to generate them. Typically, that means it starts with a common ‘seed’ number and then follows a pattern.â€
M.I.T. (MIT’s Engineering webpage. Google it yourself, closed the tab accidentally and I am not hunting down the freaking link again!)
That means no matter how good tripleA gets, it will never be as good as rolling dice with your own hand. Besides, I prefer the in-house dicey, I think it is more random (actually I don’t, I think it secretly has a crush on me and gives me better than average results when I really need them!) But yes, I do think tripleA’s dice server has gotten better - I still just don’t have the courage to stake my campaign on it’s RNG.
-
It won’t be an issue for long. Modern processors have a hardware-based RNG that uses thermal noise or some other physical thing to generate truly random data, so in those cases you’re only in trouble if you need so random data faster than the hardware can provide it.
But part of randomness is that you will get runs of good dice and runs of bad dice, so I don’t think the tech is going to change people’s perception of things :)
-
@Cmdr:
“On a completely deterministic machine you can’t generate anything you could really call a random sequence of numbers,” says Ward, “because the machine is following the same algorithm to generate them. Typically, that means it starts with a common ‘seed’ number and then follows a pattern.”
M.I.T. (MIT’s Engineering webpage. Google it yourself, closed the tab accidentally and I am not hunting down the freaking link again!)
Control+Shift+T re-opens closed tab in Windows. Command+Shift+T for Mac OS, though apparently Safari doesn’t support this.
-
FYI for gmail users. My axisandallies.org forum notifications started getting flagged as spam today, so you may need to manually dig them out / create a rule to whitelist them.
-
Useful tip since we’re in this uploading crisis:
When you load the game and you’re at the setup dialog, right before you click the Play button, keep the Play By Forum option enabled as you would normally, but uncheck the Attach save game to summary checkbox, which will still allow you to post the game summary but without uploading the game. In addition, enable the Play By Email option and fill it out as you would for a PBEM game. Now, with both PBF and PBEM enabled, you can SIMULTANEOUSLY post the summary to the forum while having it email the game to your opponent (instead of posting it to the topic). That way, you’re back to just the one click for posting, and not having to save the game and then attach to email and send outside of TripleA. Will save you on time and headache!
-
Good info Axis-Dominion, thanks!
-
My second game back in the league, and I already have questions! :-P :-P
What is the rule if I upload my opponent’s map, make my turn, but before I ROLLED the combats, my opponent had posted an edited map that I didn’t see and that implicates my combats, i.e. move units in or out of a combat?
Put more simply: I was unaware my opponent changed his NCM moves on a second map until I had conducted combat on his first map.
There is no problem here. Shin JI and I came to an agreeable result, but I just want to know if there is a default rule in case of future issues.
This probably only applies to trigger-happy fanatics like me and Mr. Roboto…… 8-)
-
My second game back in the league, and I already have questions! :-P :-P
At your service
What is the rule if I upload my opponent’s map
pretty sure you mean DOWNload
, make my turn, but before I ROLLED the combats, my opponent had posted an edited map that I didn’t see and that implicates my combats, i.e. move units in or out of a combat?
League rule is that the moment you post a map, your turn is FINAL and cannot be changed in any way without your opponent’s consent.
Put more simply: I was unaware my opponent changed his NCM moves on a second map until I had conducted combat on his first map.
You have all the rights. You give up all your rights when you post a completed phase (in this case, the whole move, so the place units phase is complete)
There is no problem here. Shin JI and I came to an agreeable result, but I just want to know if there is a default rule in case of future issues.
This probably only applies to trigger-happy fanatics like me and Mr. Roboto…… 8-)
Trigger-happy people can cause serious consequences for themselves, just like in the old west…. :-)
Happy gaming, Karl -
My second game back in the league, and I already have questions! :-P :-P
At your service
What is the rule if I upload my opponent’s map
pretty sure you mean DOWNload
, make my turn, but before I ROLLED the combats, my opponent had posted an edited map that I didn’t see and that implicates my combats, i.e. move units in or out of a combat?
League rule is that the moment you post a map, your turn is FINAL and cannot be changed in any way without your opponent’s consent.
Put more simply: I was unaware my opponent changed his NCM moves on a second map until I had conducted combat on his first map.
You have all the rights. You give up all your rights when you post a completed phase (in this case, the whole move, so the place units phase is complete)
There is no problem here. Shin JI and I came to an agreeable result, but I just want to know if there is a default rule in case of future issues.
This probably only applies to trigger-happy fanatics like me and Mr. Roboto…… 8-)
Trigger-happy people can cause serious consequences for themselves, just like in the old west…. :-)
Happy gaming, KarlOk, good to know. So, when you post your first map, you are stuck unless the other side allows a modification.
Most of the time, players will post modified maps for NCM edits all the time, but it is not usually an issue because the other player won’t be so quick as to download the first map before the second is posted.
-
Right - that is the league default rule
I recommend checking up front with your opponent if you’re not familiar with them
Make arrangements with your opponent for late edits in advance, or use the old “So you want to be a Millionaire” technique - say “final answer.” There are lots of possible solutions - just beware that you cannot assume that you can post moves and then change them later, even if it’s 1 minute later. Technically requires consent of your opponent.But if you don’t make any arrangements, you post a move, and you later want to make changes, if your opponent wants to be a stickler the moderators will side with your stickler opponent because those are the default league rules. The line has to be drawn somewhere so that it’s definitive. :-)
-
Here is another question:
If USA attacks sz 6 by air only because of a blocking dd, and USA fails to clear 6 but the only defending units left are scrambles Japan air units, can the USA move into 6 on its ncm, assuming that the scrambled air units are not in control of the sz because they had to land back in Japan?
-
so basically do I need to keep a surface warship in 6 to keep it hostile after an all out air strike by the USA?





